Silverdream wrote:I'm going to use quite a few of these this weekend (hopefully) with my gaming group. I'll also borrow some stuff from BrikwaRPG

What we're going to do is each have a hero and wander around a zombie infested map(which I finally have the parts for).

My gaming group sucks at heroic feats and I suck at explaining things. It didn't last two turns before my brother put it out of it's misery (by destroying the entire universe with his french time machine).

OP EDITED to include Supernatural Dice and Spoilers. Got rid of a lot of rules that are now redundant with what more of 2010 has been revealed. Removed Tesla Cannon since supernatural dice can compensate for it: same with ammunition types and a couple of the finer bits of some other weapon rules. Added a small bit on Equipment.

If you guys have more ideas, send em my way. I'll playtest them and then tell you why I hate them, and then publish an eerily similar rule up here with vigorous explanation of why it's my idea, and not yours.

I playtested it and realized that minifigs had to be pretty much touching eachother for the electricity to arc to them and actually do enough damage to kill: 1d12 rolls 7 on average, and if you subtract the standard minifig 4, you get a paltry 3 damage. Of course it's POSSIBLE to roll a 12 and zap 2 or 3 guys at once, but it was too rare with too many extra rules, and I think a supernatural d8 represents electric arcs better anyways.

I want most of this to be a "definition" list instead of an entirely separate collection of stats, with more ideas on how to re-tool existing rules and stats to get the desired effects you want to have for your super-guns.

Yup. I figure that if an elite sniper takes the time and energy to set up a sweet sniper's nest, he should be able to shoot wherever he wants. Damage is either zero, or infinite.

What kinds of CC specialties would you like to see? More weapons, or abilities? The ONLY CC weapon that comes to my mind is a fencing foil or a rapier, with which I would say you may parry and riposte with, even though it's only one weapon. Still, that's only about as "specialized" as I've made the double-barreled shotgun.

Well I have some ideas you can kindly discard as ABSOLUTE NONSENSE! And then come up with your own eerily similar specialties. I'm also kind of bad at naming specialties.Some specialties ideas:Being able to parry and riposte with out a skill penalty - proposed name: Block & ChopBeing able to parry and riposte with one weapon Being able to charge without a pointy weapon (no extra damage die) - proposed name: Rush/Into the ranks!Grants the ability to counter an unlimited amount of attacks with a single weapon as opposed to just 1 attack - proposed name: Counter striker+1 die size on damage roll (or maybe +2 to damage roll) but loosing the ability to counter - proposed name: Swinging for the fencesA shove disrupts the enemy when successful (only when same size or smaller), think a knight kicking another knight in the chest and to the ground - proposed name: Kick'm in the Crest!Proposed name: Mobbing. Grants unit's the ability to increase the amount of units that can attack a single unit from 3 to 5 (only if all unit's attacking have the mobbing ability)Proposed name: War cry/squeal. When charging the opponent can't counter attack. (My initial thought was about war pigs making a horrifyingly painful squeal on the charge)Proposed name: Pocket sand!!! When counter attacking this unit may try to disrupt his attacker. Roll the unit's skill die, if it comes up higher then the attackers attack roll then unit is disrupted. Requires one free hand.

These are mostly to give different "flavors" to different kind of CC units.Other ability ideas:Proposed name: Lightning reflexes. This unit always has a response action to spend on the opponents turn.Proposed name: Hand slinger. This unit has a base range of 6" when throwing CC weapons. (think Javelin throwers).Proposed name: ????. Grants + 1d6 to damage roll when when attacking a unit who hasn't detected you with a cc weapon. (think commandos slicing throats from behind)

Parry & Riposte w/o penalty is already covered under the "have at you!" ability. Doing so with one-weapon is that whole fencing foil thing i mentioned. Same with the +1d6 damage for "sneak attacks" - already called Rogue, and it lets you steal stuff too.

The charge-without-a-point thing is a good idea. So is war-cry. I also like counter-striker since a minifig would have unlimited counters, but I'd also make it so they couldn't parry for the lulz. Hand-slinger is a good idea, but another name could make it so that they're not limited to a medieval setting. Kick em in the chest is cool, but you can do the same by doing a charging shove already.

Lightning Reflexes is way OP. If a unit were to have this, I feel like they should have to spend a turn setting it up or something, which is just more crap to keep track of. Swinging for the fences seems a little boring. Mobbing just picks an arbitrary number to add to the currently existing limit - there's a smarter way to do this but i'm not sure how. Pocket-sand is hialrious, but probably should just cancel the attack or force it to miss instead of disrupting them. Food for thought indeed.

I love it how you just spew out actually useful feedback like it's nothing.I have moar:Strip tease: Using an extended action this female minifig rolls her skill roll against all male minifgs skill that have a line of sight with our seducer up to 8". Every male minifig who rolled lower than the skillroll of our seducer our now distracted (action is spend on looking, movement may only be spent to get closer) for the whole turn.HOME-RUUUUUuuuuuuuunnnnnnn: when equipped with a blunt force weapon this unit may attempt a shove when successful the opponent is shoved 1d10 inches and disrupted.Judo master: This unit may attempt a judo throw on his opponent in CC. When you roll 5 or higher on your attack roll the opponent is disrupted. THis attack may be blocked.Karate master/They are registered as lethal weapons. The limbs of this unit count as Use: 5 dmg: 1d6 cc weapons.Submission grappler: This unit is able to make a special kind of attack with use: 5 dmg: either the opponent is disrupted (choke out) or remove a limb (armbar/kneebar/heelhook/kimura/americane etc)

Strip Tease: Converts any opposite-gendered units within 1d6" into thralls of this minifig with an extended action. (I like the distracted mechanic, but this might be cooler)

Home-run should apply to baseball bats as a weapon instead of as an ability, and should only occur on a critical hit.

Wait on submission and judo stuff until after the grapple rules are totally finished. For close combat unarmed specialists, I literally treat their hands as hand-weapons. That's totally worth mentioning here.

IVhorseman wrote:Strip Tease: Converts any opposite-gendered units within 1d6" into thralls of this minifig with an extended action. (I like the distracted mechanic, but this might be cooler)

That's just amazingly better. Of course Major Natalya would still be seduced by a booty shaking hottie, so as a general rule ho-mo-sexuals should be treated as the opposite gender when dealing with sexuality based rules.

IVhorseman wrote:Wait on submission and judo stuff until after the grapple rules are totally finished. For close combat unarmed specialists, I literally treat their hands as hand-weapons. That's totally worth mentioning here.

"opposite gendered" is a loose term in the brikwars universe, with minifigs able to declare their genders however they see fit and everyone else simply agreeing upon it. They just have little blank yellow spots there anyways, so sexuality is really more the promise of being able to see boobs more than pretty much anything else.

The grappling rules are finished to the point where they're written down, but I can't remember what they are or where they're written. Essentially, Minifigs can grab if they have an open hand - this always succeeds. Any CC attacks made after that point succeed between the grappling units. I forget how grabs are broken, or if there are any other rules.